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Everything posted by CaptRobau
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I know it's there, I'm just not used to using it so I almost never use it. Flew too long without it. Then again I have a lot of fun lately by warping to the point of the mission where I want to be (in orbit of Duna, just before landing for example) and then just see if my crazy lander would work.
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Doesn't 0.20 also feature the whole mining/resource system. We haven't seen a lot of that since the very beginning.
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Cornfused = best type ever.
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Quite sad really, when you realize this might result in some people staying away (at least from the forums).
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Jool has been confirmed to have no landable surface (at least not without making indestructable parts, but when you land it'll probably glitch). Also, once your inside Jool's atmosphere wouldn't it be really hard to control your altitude and live? If you want to find the edge of where your ship explodes your already in relatively deep. You wouldn't be able to have enough Delta-V to nullify that much gravitational pull. I like your adventurous spirit. Can't wait to see Jool myself either. Probably send a probe first, since that'll be much easier to get out that far compared to a manned lander.
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MechJeb's Ascent settings
CaptRobau replied to CaptRobau's topic in KSP1 Gameplay Questions and Tutorials
What about the Edit Path settings like Turn start altitude, turn end altitude, etc.? -
What are the ideal MechJeb ascent settings for these scenarios: Kerbin to a Munshot orbit Mun to a Kerbinshot orbit
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
CaptRobau replied to kacperrutka26's topic in KSP1 Discussion
Don't get that either. -
Wow, that looks cool. Too bad it's not out yet. With the dozens of buttons it doesn't look very user-friendly, but it's still a docking mod. I'll take it.
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[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
CaptRobau replied to kacperrutka26's topic in KSP1 Discussion
Additionally, since the stock parts are wholly useless for interplanetary travel unless your Scott Manley I imagine that Squad will rebalance some of the stock parts to make that possible. Your ships might thus not fly the same as in 0.16 (even more likely if you take into account 0.16's fuel bug). -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
CaptRobau replied to kacperrutka26's topic in KSP1 Discussion
I think the problem with a lot of that is that most of the features that are added now are very interconnected. Once the game is out of alpha/beta I imagine adding stuff and thus doing weekly snapshots is much easier. Remember, Mojang only started with the weekly snapshots after it came out of beta. -
Kerbalnet [updated 13/9]: A mod site for KSP (www.kerbal.net)
CaptRobau replied to wizard`'s topic in KSP1 Discussion
Great site, just created an account. A few things I noticed: -Crate a new account should be Create a new account -In the account creating form, I'd change Email to E-mail Address. It just looks a little better and the hyphen is actually gramatically necessary -I'd like to see a automatic log-in checkbox to be added so that I don't have to type my name and password all the time -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
CaptRobau replied to Tiberion's topic in KSP1 Mod Releases
No need to get worked up, I appreciate the work you do. Some of your points are quite valid, so I won't mention those again. That leaves the bouncing SRB and the exploding capsule. Screenshots are attached of the respective craft: -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
CaptRobau replied to Tiberion's topic in KSP1 Mod Releases
Just tried it out. A bit too unbalanced and buggy for me. Command pods explode on contact with the landing pad, even the smallest solid-fuel booster can nearly get into space and that same booster bounces back up when making hitting the ground at hundreds km/s. -
[UNOFFICIAL/FANMADE] 0.17 Discussion Thread 2
CaptRobau replied to kacperrutka26's topic in KSP1 Discussion
How then do you make only the part that is in the sun scorching hot and the other side cool? -
Thanks for the kind words everyone. Anyway, I could make the pods heavier but then again wouldn't one already expect an on-board computer on at least the more advanced command modules and that the weight of the computer is already part of the weight of the pods? Also currently my pods replace the stock pods. How do you feel about that? Would you want the MechJeb version and non-MechJeb version side-by-side or do you want to keep it as it is now?
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Robau's Rocketry Stock Command Modules & SAS w/ MechJeb I love MechJeb and use it for almost any flight, but what always annoyed me was that I either had to have an unmanned command module or a manned pod with a MechJeb part sticking out somewhere. So for this mod I tried to combine the two, solve that annoyance and share it with the rest of the world. What this mod does is make the stock command modules behave like the unmanned pods that MechJeb adds, but with crew. So you get a nice looking spaceship without MechJeb parts sticking out and a crew to play around with. Since v1.1 it also contains stock SAS modules with MechJeb integrated, for when you want . Hope you enjoy it. Requirements: MechJeb 1.9.1 1.1 -Updated to 0.17 -Added MechJeb integrated stock SAS
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I don't get it either.